I’m running exactly into this issue right now.
This doesn’t work:

But this does:

I’m running exactly into this issue right now.
This doesn’t work:

But this does:

Ok I think I found a workaround to store the value and output it continuously using bang~:

Back then, I just sent a metronome signal to the LED!
It just needs to be faster than the eye refresh rate!
Then, I switched the metronome signal on and off!
Plus a loadbang to start the metronome at the beginning of the patch!
A metronome is a bit more expensive in Heavy. bang~ uses a receiver that always gets a message on every cycle, while metronome needs to setup a delayed message and requires much more objects 
(the bang~ object wasn’t supported “back then” though
)
Ok thank you, that’s good to know!
Optimizing objects in relation to CPU consumption is a little ahead of my skills! 
On the other hand, I noticed a very visible saving in the processor by completely recreating my patches once finished, taking the time to create and patch the objects in the logical order of audio signal to avoid unnecessary code cycles, well I suppose that’s what it does, it can go up to 20% difference on some of my patches !